This game seems really high in potential, but the UI it is presented in is so outdated it makes the experience feel too cumbersome and slow to be fun in the way that its inspirations, the first two Zelda games and Final Fantasy. There are many places where features are just not explained at all, and a pastebin link is helpful, but not the correct solution. I don't want to, and shouldn't have to, tab out every time I want to do something new. I suggest some kind of contextual menu or at the very least a labeled menu from which to navigate. The real time combat seems to make it impossible to avoid taking damage in any given fight, and that takes away a whole layer of fun from the game, making you feel more grounded. I personally think that at a certain level of skill, you should be able to pull off insane stunts and shows of talent, but in a system where you always trade hits, that caps the player's potential at a very low level. My last grievance is the story. It takes the clichè of a warrior in an arena and makes it less interesting by referring to your character as "the blue guy". The writing needs serious work (and spell checking, sorry if you don't speak English natively, but if you make a game in English, have an English-speaking proofreader), as it takes a situation that could be intense and fun and makes it feel awkward and unwelcome. This is a good attempt at an innovative RPG, but if this is one of your first works, I suggest working on much smaller projects to build your skill before setting out to make your masterpiece.
-Crazyman